Hi @KaraevElmin1,
Rreading the source code the Code is a failure due to send to types of Static Mesh. That means Standard Static Mesh and Nanite Mesh. This seems to cause some sort of Ray Tracing Error.
The only obvious thing to done is to turn all Nanite Mesh and back to Static Mesh . Then Select all Static Messes and convert to Nanite again. This will recompile all the Shaders once more and more important allocate sufficeient space for Nanite structures.
It seems that you are trying to call a function called BuildRayTracingData
in the Nanite
namespace. This function takes two arguments: a reference to an object of type Nanite::FResources
and a reference to an array of objects of type Nanite::FCluster
.
This function is part of the Nanite virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts
Because of the micro detail that Nanite is able to achieve, it might be assumed that it means a large increase in geometry data resulting in larger game package sizes and downloads for players. However, the reality isn’t that dire. In fact, Nanite’s mesh format is significantly smaller than the standard Static Mesh format because of Nanite’s specialized mesh encoding.
Nanite Virtualized Geometry in Unreal Engine | Unreal Engine 5.0 Documentation
There is some incremental error.
EPIC GPU Lightmass cannot be compared to LGPU Lightmass as they function completley different ways LGPU is CUDA based EPIC is Generic card based